Search found 59 matches

by jan1i3
Wed Nov 29, 2023 7:35 pm
Forum: Duplicates
Topic: [1.1.98] Side loading on belt has priority over items on the belt
Replies: 2
Views: 578

Re: [1.1.98] Side loading on belt has priority over items on the belt

Fyi there's also this post with a little different explanation: viewtopic.php?p=439604#p439604
by jan1i3
Sun Jan 01, 2023 10:24 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.74] "autosave-slots" setting not in "The rest" GUI
Replies: 2
Views: 5843

[1.1.74] "autosave-slots" setting not in "The rest" GUI

What The setting `autosave-slots` does not show in the "The Rest" settings gui. (It's not in "Other" settings gui, which is very most likely intentional.) Expected The setting `autosave-slots` should show in "The Rest" settings gui. Note Just a sanity check: the settin...
by jan1i3
Fri Dec 02, 2022 12:15 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
Replies: 3
Views: 1942

Re: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation

Based on this I recognize a pattern that is probably relevant: in LuaGuiElement.add the entire structure gets converted to a PropertyTree first, including the localised string. Assigning to LuaGuiElement.caption doesn't do that, neither does game.print, neither do most things (edit: that take locali...
by jan1i3
Thu Jan 20, 2022 2:56 pm
Forum: Not a bug
Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
Replies: 3
Views: 1275

Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler

Now knowing that it's property tree related I've done more investigating and this behavior applies in 3 cases (see https://forums.factorio.com/viewtopic.php?p=560285#p560285 ). And for anyone finding this through search, you can actually set LuaGuiElement::caption to a LocalisedString containing Lua...
by jan1i3
Thu Jan 20, 2022 2:49 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83926

Re: Small documentation improvement requests

LuaProfiler says "They can be used anywhere a LocalisedString is used." However there are 3 locations I found where LocalisedStrings are part of property trees causing this to not apply (meaning LuaProfilers are not usable). I'm pretty sure I've gone through and tested all data structures...
by jan1i3
Thu Jan 20, 2022 1:45 pm
Forum: Not a bug
Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
Replies: 3
Views: 1275

Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler

I see, that makes a lot of sense. I will simply ask for a note about that on the LuaProfiler page, since the reason why I thought it was a bug was because LuaProfiler says "They can be used anywhere a LocalisedString is used." I'll make a post in https://forums.factorio.com/viewtopic.php?f...
by jan1i3
Thu Jan 20, 2022 1:06 am
Forum: Not a bug
Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
Replies: 3
Views: 1275

[1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler

What When trying to assign a LocalisedString to LuaGuiElement::caption that contains or is a LuaProfiler it errors: Value must be a string in property tree at ROOT.caption[...] Expected I would expect it to accept the LuaProfiler and show its elapsed time/duration. On save load I would expect it to...
by jan1i3
Mon Jan 10, 2022 4:44 pm
Forum: Documentation Improvement Requests
Topic: Documentation Improvement Requests
Replies: 316
Views: 83926

Re: Small documentation improvement requests

The description for `scroll_mode` for LuaGuiElement::scroll_to_item mentions "scroll-pane", contrary to the function's (correct) description saying "listbox". The description for `scroll_mode` for `scroll_to_element` seems to be identical, it is correct in that case, just make s...
by jan1i3
Wed Nov 24, 2021 2:13 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
Replies: 4
Views: 1968

Re: [1.1.47] Tips & tricks (modded) prototype error at load time

According to my tool there are 0 (latest 1.1 releases of) mods on the portal with `unlocked-recipe` in any of their .lua files, and I believe this to be accurate. While I agree that keeping docs up to date is important, and adding a notice in the changelog is good as well, I am incredibly happy to s...
by jan1i3
Tue Oct 26, 2021 1:52 am
Forum: Resolved Problems and Bugs
Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Replies: 3
Views: 2931

Re: [1.1.42] Crash when getting debug info in bytecode with null local debug names

Oh good point, it's not addressed in regular Lua. I'll see about reporting it to them, though I'm far less confident reporting to them.

Regardless, if it is addressed in upstream Lua, I will let you know
by jan1i3
Tue Oct 19, 2021 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Replies: 3
Views: 2931

[1.1.42] Crash when getting debug info in bytecode with null local debug names

What When Lua tries to get the debug synbol name / varname for a register it crashes if that register currently has a "local" name that is `NULL` (or 0 or nullptr, whichever you prefer). Expected I'd expect Lua not to crash, and I believe it is because this function assumes that all varna...
by jan1i3
Sat Aug 21, 2021 9:51 pm
Forum: Modding help
Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
Replies: 9
Views: 4085

Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze

We have done some profiling as a group effort in the discord and have noticed that by far the slowest mod in this case is fCPU. You can see the report for details. As for what you can do... well Removing the mod, trimming and then adding the mod again isn't really an option. So, unless i'm terribly ...
by jan1i3
Mon Jul 12, 2021 6:25 pm
Forum: Resolved Problems and Bugs
Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
Replies: 2
Views: 5012

[Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities

When ghost dragging substations next to unpowered entities the substation ghosts get placed too early/close to each other resulting in coverage overlap. Example.png Reproduction Place entities like steam engines or assmeblers in a row, for example using this BP: 0eNqN1cFqhDAQgOF3mXO27CRxo3mVUorbDktg...
by jan1i3
Wed Jun 23, 2021 10:43 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Replies: 2
Views: 2926

[kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`

Note First of all i'm just reporting this to explain how it happened so you aren't confused by the auto uploaded crash report. I personally don't consider it fix-worthy. The ultimate reason it happened was because i had to create my own `base` mod in order to create a new save using `--create foo` ...
by jan1i3
Tue Jun 22, 2021 3:19 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Replies: 2
Views: 1374

Re: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction

Great to hear!
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
by jan1i3
Thu Jun 10, 2021 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Replies: 2
Views: 1374

[kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction

There are several cases where smart belt dragging ends up placing belts on the incorrect row or column or the belts are facing the opposite direction. These are just 3 cases i managed to reproduce. Syntax: starting with belts facing north (^) . = start ^ > v < = move cursor one tile in that directio...
by jan1i3
Mon Dec 07, 2020 3:54 am
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 2285

Re: Wider error notice boxes?

Alright, well it's a mod now: https://mods.factorio.com/mod/WiderNoticeTextBoxes
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.
by jan1i3
Fri Dec 04, 2020 12:47 pm
Forum: Modding discussion
Topic: Wider error notice boxes?
Replies: 6
Views: 2285

Re: Wider error notice boxes?

I'll just weigh in with my opinion: that box isn't there for us modders. It's there for players to copy the stack trace and send to us. With debugadapter and VSCode you get immediate access to not only the line that broke, but a full stack trace, complete with variables (including up-values) and th...

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